mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 22:51:50 +00:00
- Blood: Cleanup some timing variables following timing uplift.
* Remove cast of int on `gFrameClock` since gFrameClock is now just an int. * Remove unused `gFrameTicks`. * Remove unused `gFrameRate`. * Rename `gFrame` to `gFrameCount` so it's easier to search and distinguish from `gFrameClock` without relying on regex.
This commit is contained in:
parent
ddd6a300ab
commit
5bfd4069ef
17 changed files with 51 additions and 77 deletions
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@ -2935,7 +2935,7 @@ void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType,
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aiGenDudeNewState(pSprite, &genDudeBurnGoto);
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actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
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if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
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gDudeExtra[pSprite->extra].at0 = (int)gFrameClock + 360;
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gDudeExtra[pSprite->extra].at0 = gFrameClock + 360;
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return;
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}
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@ -3572,7 +3572,7 @@ int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE damageType, in
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case kThingZombieHead:
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if (damageType == 3 && pSourcePlayer && gFrameClock > pSourcePlayer->laughCount && Chance(0x4000)) {
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sfxPlay3DSound(pSourcePlayer->pSprite, gPlayerGibThingComments[Random(10)], 0, 2);
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pSourcePlayer->laughCount = (int)gFrameClock+3600;
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pSourcePlayer->laughCount = gFrameClock+3600;
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}
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break;
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case kTrapMachinegun:
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@ -4211,7 +4211,7 @@ void ProcessTouchObjects(spritetype *pSprite, int nXSprite)
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case kThingKickablePail:
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if (pPlayer) {
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if (pPlayer->kickPower > gFrameClock) return;
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pPlayer->kickPower = (int)gFrameClock+60;
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pPlayer->kickPower = gFrameClock+60;
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}
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actKickObject(pSprite, pSprite2);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
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@ -4220,7 +4220,7 @@ void ProcessTouchObjects(spritetype *pSprite, int nXSprite)
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case kThingZombieHead:
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if (pPlayer) {
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if (pPlayer->kickPower > gFrameClock) return;
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pPlayer->kickPower = (int)gFrameClock+60;
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pPlayer->kickPower = gFrameClock+60;
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}
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actKickObject(pSprite, pSprite2);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
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@ -4400,9 +4400,9 @@ int MoveThing(spritetype *pSprite)
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spritetype *pFX = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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int v34 = ((int)gFrameClock*3)&2047;
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int v30 = ((int)gFrameClock*5)&2047;
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int vbx = ((int)gFrameClock*11)&2047;
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int v34 = (gFrameClock*3)&2047;
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int v30 = (gFrameClock*5)&2047;
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int vbx = (gFrameClock*11)&2047;
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int v2c = 0x44444;
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int v28 = 0;
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int v24 = 0;
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@ -5571,7 +5571,7 @@ void actProcessSprites(void)
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}
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actAirDrag(pSprite, 128);
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if (((pSprite->index>>8)&15) == (gFrame&15) && (pSprite->flags&2))
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if (((pSprite->index>>8)&15) == (gFrameCount&15) && (pSprite->flags&2))
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pSprite->flags |= 4;
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if ((pSprite->flags&4) || xvel[nSprite] || yvel[nSprite] || zvel[nSprite] ||
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velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
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@ -6221,7 +6221,7 @@ spritetype * actSpawnThing(int nSector, int x, int y, int z, int nThingType)
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pXThing->data2 = 0;
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pXThing->data3 = 0;
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pXThing->data4 = 318;
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pXThing->targetX = (int)gFrameClock+180.0;
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pXThing->targetX = gFrameClock+180.0;
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pXThing->locked = 1;
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pXThing->state = 1;
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pXThing->triggerOnce = 0;
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@ -6233,7 +6233,7 @@ spritetype * actSpawnThing(int nSector, int x, int y, int z, int nThingType)
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pXThing->data2 = 0;
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pXThing->data3 = 0;
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pXThing->data4 = 318;
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pXThing->targetX = (int)gFrameClock+180.0;
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pXThing->targetX = gFrameClock+180.0;
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pXThing->locked = 1;
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pXThing->state = 1;
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pXThing->triggerOnce = 0;
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@ -6830,7 +6830,7 @@ void DudeToGibCallback1(int, int nXSprite)
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pXSprite->triggerOnce = 0;
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pXSprite->isTriggered = 0;
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pXSprite->locked = 0;
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pXSprite->targetX = (int)gFrameClock;
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pXSprite->targetX = gFrameClock;
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pXSprite->state = 1;
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}
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@ -6848,7 +6848,7 @@ void DudeToGibCallback2(int, int nXSprite)
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pXSprite->triggerOnce = 0;
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pXSprite->isTriggered = 0;
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pXSprite->locked = 0;
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pXSprite->targetX = (int)gFrameClock;
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pXSprite->targetX = gFrameClock;
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pXSprite->state = 1;
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}
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@ -75,12 +75,12 @@ void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4)
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DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
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if (a3 == AI_SFX_PRIORITY_0)
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sfxPlay3DSound(pSprite, a2, a4, 2);
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else if (a3 > pDudeExtra->at5 || pDudeExtra->at0 <= (int)gFrameClock)
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else if (a3 > pDudeExtra->at5 || pDudeExtra->at0 <= gFrameClock)
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{
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sfxKill3DSound(pSprite, -1, -1);
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sfxPlay3DSound(pSprite, a2, a4, 0);
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pDudeExtra->at5 = a3;
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pDudeExtra->at0 = (int)gFrameClock+120;
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pDudeExtra->at0 = gFrameClock+120;
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}
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}
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@ -935,7 +935,7 @@ int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_T
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aiNewState(pSprite, pXSprite, &cultistBurnGoto);
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aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
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aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
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gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360;
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gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
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actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
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evKill(nSprite, 3, kCallbackFXFlameLick);
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}
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@ -946,7 +946,7 @@ int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_T
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pSprite->type = kDudeBurningInnocent;
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aiNewState(pSprite, pXSprite, &cultistBurnGoto);
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aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
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gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360;
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gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
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actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
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evKill(nSprite, 3, kCallbackFXFlameLick);
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}
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@ -955,7 +955,7 @@ int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_T
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if (Chance(0x4000) && gDudeExtra[pSprite->extra].at0 < gFrameClock)
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{
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aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
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gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360;
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gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
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}
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if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
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{
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@ -989,16 +989,16 @@ int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_T
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pSprite->type = kDudeBurningInnocent;
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aiNewState(pSprite, pXSprite, &cultistBurnGoto);
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aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
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gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360;
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gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
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actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
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evKill(nSprite, 3, kCallbackFXFlameLick);
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}
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break;
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustomBurning:
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if (Chance(0x2000) && gDudeExtra[pSprite->extra].at0 < (int)gFrameClock) {
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if (Chance(0x2000) && gDudeExtra[pSprite->extra].at0 < gFrameClock) {
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playGenDudeSound(pSprite, kGenDudeSndBurning);
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gDudeExtra[pSprite->extra].at0 = (int)gFrameClock + 360;
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gDudeExtra[pSprite->extra].at0 = gFrameClock + 360;
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}
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if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400;
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if (spriteIsUnderwater(pSprite, false)) {
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@ -1038,7 +1038,7 @@ int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_T
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aiGenDudeNewState(pSprite, &genDudeBurnGoto);
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actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
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gDudeExtra[pSprite->extra].at0 = (int)gFrameClock + 360;
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gDudeExtra[pSprite->extra].at0 = gFrameClock + 360;
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evKill(nSprite, 3, kCallbackFXFlameLick);
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}
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@ -1453,7 +1453,7 @@ void aiProcessDudes(void) {
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if (pXSprite->aiState->moveFunc)
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pXSprite->aiState->moveFunc(pSprite, pXSprite);
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if (pXSprite->aiState->thinkFunc && (gFrame & 3) == (nSprite & 3))
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if (pXSprite->aiState->thinkFunc && (gFrameCount & 3) == (nSprite & 3))
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pXSprite->aiState->thinkFunc(pSprite, pXSprite);
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switch (pSprite->type) {
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@ -497,7 +497,7 @@ static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) {
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// is the target visible?
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if (dist < pDudeInfo->seeDist && klabs(losAngle) <= pDudeInfo->periphery) {
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if (((int)gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
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if ((gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
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playGenDudeSound(pSprite, kGenDudeSndChasing);
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gDudeSlope[pSprite->extra] = divscale(pTarget->z - pSprite->z, dist, 10);
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@ -143,7 +143,7 @@ static tspritetype *viewAddEffect(int nTSprite, VIEW_EFFECT nViewEffect)
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for (int i = 0; i < 16; i++)
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{
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auto pNSprite = viewInsertTSprite(pTSprite->sectnum, 32767, pTSprite);
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int ang = ((int)gFrameClock*2048)/120;
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int ang = (gFrameClock*2048)/120;
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int nRand1 = dword_172CE0[i][0];
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int nRand2 = dword_172CE0[i][1];
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int nRand3 = dword_172CE0[i][2];
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@ -504,7 +504,7 @@ void StartLevel(MapRecord *level)
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sfxSetReverb(0);
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ambInit();
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netReset();
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gFrame = 0;
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gFrameCount = 0;
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gChokeCounter = 0;
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M_ClearMenus();
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// viewSetMessage("");
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@ -580,7 +580,7 @@ void ProcessFrame(void)
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playerProcess(&gPlayer[i]);
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}
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trProcessBusy();
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evProcess((int)gFrameClock);
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evProcess(gFrameClock);
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seqProcess(4);
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DoSectorPanning();
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actProcessSprites();
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@ -605,7 +605,7 @@ void ProcessFrame(void)
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}
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}
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gLevelTime++;
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gFrame++;
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gFrameCount++;
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gFrameClock += 4;
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if ((gGameOptions.uGameFlags&1) != 0 && !gStartNewGame)
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{
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@ -800,7 +800,6 @@ static void gameTicker()
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gInput = {};
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netGetInput();
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lastTic = currentTic;
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gNetFifoClock = gameclock;
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while (gNetFifoHead[myconnectindex] - gNetFifoTail > gBufferJitter && !gStartNewGame && !gQuitGame)
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{
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int i;
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@ -853,7 +852,7 @@ static void commonTicker()
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auto completion = [=](bool = false)
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{
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StartLevel(sng);
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gNetFifoClock = gFrameClock = gameclock;
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gFrameClock = gameclock;
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gamestate = GS_LEVEL;
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};
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@ -493,7 +493,7 @@ void evPost(int nIndex, int nType, unsigned int nDelta, COMMAND_ID command) {
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evn.index = nIndex;
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evn.type = nType;
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evn.cmd = command;
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eventQ.PQueue->Insert((int)gFrameClock+nDelta, evn);
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eventQ.PQueue->Insert(gFrameClock+nDelta, evn);
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}
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void evPost(int nIndex, int nType, unsigned int nDelta, CALLBACK_ID callback) {
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@ -502,7 +502,7 @@ void evPost(int nIndex, int nType, unsigned int nDelta, CALLBACK_ID callback) {
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evn.type = nType;
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evn.cmd = kCmdCallback;
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evn.funcID = callback;
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eventQ.PQueue->Insert((int)gFrameClock+nDelta, evn);
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eventQ.PQueue->Insert(gFrameClock+nDelta, evn);
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}
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void evProcess(unsigned int nTime)
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@ -143,18 +143,6 @@ bool FindSector(int nX, int nY, int *nSector)
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return 0;
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}
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void CalcFrameRate(void)
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{
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static int ticks[64];
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static int index;
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if (ticks[index] != gFrameClock)
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{
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gFrameRate = (120*64)/((int)gFrameClock-ticks[index]);
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ticks[index] = (int)gFrameClock;
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}
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index = (index+1) & 63;
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}
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bool CheckProximity(spritetype *pSprite, int nX, int nY, int nZ, int nSector, int nDist)
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{
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dassert(pSprite != NULL);
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@ -68,7 +68,6 @@ inline bool wallRangeIsFine(int nIndex) {
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bool AreSectorsNeighbors(int sect1, int sect2);
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bool FindSector(int nX, int nY, int nZ, int *nSector);
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bool FindSector(int nX, int nY, int *nSector);
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void CalcFrameRate(void);
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bool CheckProximity(spritetype *pSprite, int nX, int nY, int nZ, int nSector, int nDist);
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bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
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bool CheckProximityWall(int nWall, int x, int y, int nDist);
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@ -34,10 +34,8 @@ BEGIN_BLD_NS
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bool bVanilla = false;
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int gFrameClock;
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int gFrameTicks;
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int gFrame;
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int gFrameCount;
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//int volatile gGameClock;
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int gFrameRate;
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static const char *_module;
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static int _line;
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@ -31,10 +31,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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extern int gFrameClock;
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extern int gFrameTicks;
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extern int gFrame;
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extern int gFrameCount;
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//extern int gGameClock;
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extern int gFrameRate;
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extern bool bVanilla;
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#define MAXPLAYERNAME 16
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@ -504,7 +504,6 @@ bool GameInterface::LoadGame(FSaveGameNode* node)
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memset(myMinLag, 0, sizeof(myMinLag));
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otherMinLag = 0;
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myMaxLag = 0;
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gNetFifoClock = 0;
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gNetFifoTail = 0;
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memset(gNetFifoHead, 0, sizeof(gNetFifoHead));
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gPredictTail = 0;
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@ -522,9 +521,7 @@ bool GameInterface::LoadGame(FSaveGameNode* node)
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netWaitForEveryone(0);
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memset(gPlayerReady, 0, sizeof(gPlayerReady));
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}
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gFrameTicks = 0;
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gFrame = 0;
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gFrameRate = 0;
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gFrameCount = 0;
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gameclock = 0;
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lastTic = -1;
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paused = 0;
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@ -617,8 +614,7 @@ void MyLoadSave::Load(void)
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Read(gotpic, sizeof(gotpic));
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Read(gotsector, sizeof(gotsector));
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Read(&gFrameClock, sizeof(gFrameClock));
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Read(&gFrameTicks, sizeof(gFrameTicks));
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Read(&gFrame, sizeof(gFrame));
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Read(&gFrameCount, sizeof(gFrameCount));
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Read(&gameclock, sizeof(gameclock));
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Read(&gLevelTime, sizeof(gLevelTime));
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Read(&paused, sizeof(paused));
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@ -708,8 +704,7 @@ void MyLoadSave::Save(void)
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Write(gotpic, sizeof(gotpic));
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Write(gotsector, sizeof(gotsector));
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Write(&gFrameClock, sizeof(gFrameClock));
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Write(&gFrameTicks, sizeof(gFrameTicks));
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Write(&gFrame, sizeof(gFrame));
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Write(&gFrameCount, sizeof(gFrameCount));
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int nGameClock = gameclock;
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Write(&nGameClock, sizeof(nGameClock));
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Write(&gLevelTime, sizeof(gLevelTime));
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@ -40,7 +40,6 @@ BEGIN_BLD_NS
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MapRecord *gStartNewGame = 0;
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PACKETMODE gPacketMode = PACKETMODE_1;
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int gNetFifoClock = 0;
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int gNetFifoTail = 0;
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||||
int gNetFifoHead[8];
|
||||
int gPredictTail = 0;
|
||||
|
@ -78,7 +77,7 @@ void netResetToSinglePlayer(void)
|
|||
|
||||
void netReset(void)
|
||||
{
|
||||
gNetFifoClock = gFrameClock = gameclock = 0;
|
||||
gFrameClock = gameclock = 0;
|
||||
lastTic = -1;
|
||||
gNetFifoMasterTail = 0;
|
||||
gPredictTail = 0;
|
||||
|
|
|
@ -45,7 +45,6 @@ enum NETWORKMODE {
|
|||
|
||||
extern MapRecord *gStartNewGame;
|
||||
extern PACKETMODE gPacketMode;
|
||||
extern int gNetFifoClock;
|
||||
extern int gNetFifoTail;
|
||||
extern int gNetFifoHead[8];
|
||||
extern int gPredictTail;
|
||||
|
|
|
@ -885,7 +885,7 @@ void nnExtProcessSuperSprites() {
|
|||
|
||||
actAirDrag(pDebris, airVel);
|
||||
|
||||
if (((pDebris->index >> 8) & 15) == (gFrame & 15) && (pXDebris->physAttr & kPhysGravity))
|
||||
if (((pDebris->index >> 8) & 15) == (gFrameCount & 15) && (pXDebris->physAttr & kPhysGravity))
|
||||
pXDebris->physAttr |= kPhysFalling;
|
||||
|
||||
if ((pXDebris->physAttr & 4) == 0 && xvel[pDebris->index] == 0 && yvel[pDebris->index] == 0 &&
|
||||
|
@ -4588,7 +4588,7 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) {
|
|||
return;
|
||||
}
|
||||
// lets try to look for target that fits better by distance
|
||||
else if (((int)gFrameClock & 256) != 0 && (pXSprite->target < 0 || aiFightGetTargetDist(pSprite, pDudeInfo, pTarget) >= mDist)) {
|
||||
else if ((gFrameClock & 256) != 0 && (pXSprite->target < 0 || aiFightGetTargetDist(pSprite, pDudeInfo, pTarget) >= mDist)) {
|
||||
pTarget = aiFightGetTargetInRange(pSprite, 0, mDist, pXSource->data1, pXSource->data2);
|
||||
if (pTarget != NULL) {
|
||||
pXTarget = &xsprite[pTarget->extra];
|
||||
|
@ -4618,7 +4618,7 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) {
|
|||
}
|
||||
}
|
||||
|
||||
if ((pXSprite->target < 0 || pPlayer != NULL) && ((int)gFrameClock & 32) != 0) {
|
||||
if ((pXSprite->target < 0 || pPlayer != NULL) && (gFrameClock & 32) != 0) {
|
||||
// try find first target that dude can see
|
||||
for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
||||
|
||||
|
@ -4664,7 +4664,7 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) {
|
|||
}
|
||||
|
||||
// got no target - let's ask mates if they have targets
|
||||
if ((pXSprite->target < 0 || pPlayer != NULL) && pXSource->data2 == 1 && ((int)gFrameClock & 64) != 0) {
|
||||
if ((pXSprite->target < 0 || pPlayer != NULL) && pXSource->data2 == 1 && (gFrameClock & 64) != 0) {
|
||||
spritetype* pMateTarget = NULL;
|
||||
if ((pMateTarget = aiFightGetMateTargets(pXSprite)) != NULL && pMateTarget->extra > 0) {
|
||||
XSPRITE* pXMateTarget = &xsprite[pMateTarget->extra];
|
||||
|
|
|
@ -38,7 +38,7 @@ int qanimateoffs(int a1, int a2)
|
|||
int frames = picanm[a1].num;
|
||||
if (frames > 0)
|
||||
{
|
||||
int const frameClock = (int)gFrameClock;
|
||||
int const frameClock = gFrameClock;
|
||||
int vd;
|
||||
if ((a2&0xc000) == 0x8000)
|
||||
vd = (Bcrc32(&a2, 2, 0)+frameClock)>>(picanm[a1].sf&PICANM_ANIMSPEED_MASK);
|
||||
|
|
|
@ -572,7 +572,7 @@ void viewUpdateDelirium(void)
|
|||
if ((powerCount = powerupCheck(gView, kPwUpDeliriumShroom)) != 0)
|
||||
{
|
||||
int tilt1 = 170, tilt2 = 170, pitch = 20;
|
||||
int timer = (int)gFrameClock*4;
|
||||
int timer = gFrameClock*4;
|
||||
if (powerCount < 512)
|
||||
{
|
||||
int powerScale = (powerCount<<16) / 512;
|
||||
|
@ -1057,7 +1057,6 @@ void viewDrawScreen(bool sceneonly)
|
|||
DrawStatSprite(2048, xdim-15, 20);
|
||||
}
|
||||
#endif
|
||||
CalcFrameRate();
|
||||
|
||||
viewDrawMapTitle();
|
||||
viewDrawAimedPlayerName();
|
||||
|
|
|
@ -1781,12 +1781,12 @@ char sub_4F0E0(PLAYER *pPlayer)
|
|||
{
|
||||
pPlayer->weaponState = 7;
|
||||
pPlayer->fuseTime = 0;
|
||||
pPlayer->throwTime = (int)gFrameClock;
|
||||
pPlayer->throwTime = gFrameClock;
|
||||
}
|
||||
return 1;
|
||||
case 7:
|
||||
{
|
||||
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
pPlayer->throwPower = ClipHigh(divscale16(gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
if (!pPlayer->input.buttonFlags.shoot)
|
||||
{
|
||||
if (!pPlayer->fuseTime)
|
||||
|
@ -1819,12 +1819,12 @@ char sub_4F200(PLAYER *pPlayer)
|
|||
{
|
||||
pPlayer->weaponState = 6;
|
||||
pPlayer->fuseTime = 0;
|
||||
pPlayer->throwTime = (int)gFrameClock;
|
||||
pPlayer->throwTime = gFrameClock;
|
||||
}
|
||||
return 1;
|
||||
case 6:
|
||||
{
|
||||
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
pPlayer->throwPower = ClipHigh(divscale16(gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
if (!pPlayer->input.buttonFlags.shoot)
|
||||
{
|
||||
if (!pPlayer->fuseTime)
|
||||
|
@ -1843,7 +1843,7 @@ char sub_4F320(PLAYER *pPlayer)
|
|||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 9:
|
||||
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
pPlayer->throwPower = ClipHigh(divscale16(gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
pPlayer->weaponTimer = 0;
|
||||
if (!pPlayer->input.buttonFlags.shoot)
|
||||
{
|
||||
|
@ -1860,7 +1860,7 @@ char sub_4F3A0(PLAYER *pPlayer)
|
|||
switch (pPlayer->weaponState)
|
||||
{
|
||||
case 13:
|
||||
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
pPlayer->throwPower = ClipHigh(divscale16(gFrameClock-pPlayer->throwTime,240), 65536);
|
||||
if (!pPlayer->input.buttonFlags.shoot)
|
||||
{
|
||||
pPlayer->weaponState = 11;
|
||||
|
@ -2197,7 +2197,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
case 3:
|
||||
pPlayer->weaponState = 6;
|
||||
pPlayer->fuseTime = -1;
|
||||
pPlayer->throwTime = (int)gFrameClock;
|
||||
pPlayer->throwTime = gFrameClock;
|
||||
StartQAV(pPlayer, 21, nClientExplodeBundle, 0);
|
||||
return;
|
||||
}
|
||||
|
@ -2208,7 +2208,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
case 7:
|
||||
pPlayer->weaponQav = 27;
|
||||
pPlayer->weaponState = 9;
|
||||
pPlayer->throwTime = (int)gFrameClock;
|
||||
pPlayer->throwTime = gFrameClock;
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
@ -2218,7 +2218,7 @@ void WeaponProcess(PLAYER *pPlayer) {
|
|||
case 10:
|
||||
pPlayer->weaponQav = 36;
|
||||
pPlayer->weaponState = 13;
|
||||
pPlayer->throwTime = (int)gFrameClock;
|
||||
pPlayer->throwTime = gFrameClock;
|
||||
return;
|
||||
case 11:
|
||||
pPlayer->weaponState = 12;
|
||||
|
|
Loading…
Reference in a new issue